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++ VARYING vec3 worldNormal;
++
++ void MAIN()
++ {
++ #if QSSG_ENABLE_NORMAL_PASS
++ FRAGCOLOR = vec4(worldNormal, 1.0);
++ #else
++ vec2 uv = (gl_FragCoord.xy) / vec2(textureSize(NORMAL_ROUGHNESS_TEXTURE, 0));
++ FRAGCOLOR = vec4(normalize(texture(NORMAL_ROUGHNESS_TEXTURE, uv).rgb), 1.0);
++ #endif
++ }